/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; namespace Spine.Unity.Examples { public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint { public Transform[] eyes; public float radius = 0.5f; public Transform target; public Vector3 targetPosition; public float speed = 10; Vector3[] origins; Vector3 centerPoint; protected override void OnEnable () { if (!Application.isPlaying) return; base.OnEnable(); Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero); origins = new Vector3[eyes.Length]; for (int i = 0; i < eyes.Length; i++) { origins[i] = eyes[i].localPosition; centerBounds.Encapsulate(origins[i]); } centerPoint = centerBounds.center; } protected override void OnDisable () { if (!Application.isPlaying) return; for (int i = 0; i < eyes.Length; i++) { eyes[i].localPosition = origins[i]; } base.OnDisable(); } public override void DoUpdate () { if (target != null) targetPosition = target.position; Vector3 goal = targetPosition; Vector3 center = transform.TransformPoint(centerPoint); Vector3 dir = goal - center; if (dir.magnitude > 1) dir.Normalize(); for (int i = 0; i < eyes.Length; i++) { center = transform.TransformPoint(origins[i]); eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale), speed * hierarchy.PositionScale * Time.deltaTime); } } } }